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wikass zabił Mythrax the Unraveler (Normal Uldir) po raz 2.     
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Maldazzar

When the Garrison music first game out, Totems of the Grizzlemaw played an absolutely *BEAUTIFUL* track! However, now it seems to just being the same Grizzly Hills track over and over again, which is far less "ambient".

Did you just up and change the music, or does the Jukebox selection just choose one of several tracks, and it just happens to be "stuck" on this one specific one? It's not that I *hate* the track that keeps playing, but it's just not as pretty as the other one.
Transmogrification has proven itself to be hugely popular, and is clearly here to stay. When you've been playing a game for over a decade, pack-space is always going to be an issue. Given that Transmogging wasn't introduced until Cataclysm, that's six years of people being led to believe there was no point into holding onto items, no matter how cool-looking, because they were useless once you replaced them.

There have been a ton of improvements in this expansion, regarding inventory space, but until something is done about transmog-clutter, pack-space will only continue to be an issue. What I propose will probably sound complicated at first, but is really quite simple to grasp.

Replace "Void Storage" entirely. Give everyone a substantial forewarning, and if need be, mail characters any items left in their void storage. In its place, open up a window similar to the "Achievements" window, with various categories on the left side. In the center, place a list of item-graphics being previewed on your character (MogIt users already know the drill here).

Now, in order to "unlock" new items for your Armory, you must "deposit" said item, which effectively destroys it. Doing so, however, unlocks that item's appearance for all characters across your entire account, provided they meet Class and/or Item-type requirements, where applicable. Similarly, you could save "Sets", to easily change your favorite Transmog-set, or even quickly fill in the gaps when replacing pieces of armor.

By using such a system, it could allow Blizzard to finally make many of these NPC-only armor and weapon variants available, as well. Instead of needing to populate the game with hundreds of useless items, that use previously-unavailable graphics, they could instead assign new graphics to Achievements, such as "clearing Deadmines unlocked the Defias Leather set for your Armory".

Furthermore, if possible, perhaps it could unlock all quest-reward graphics, once you've completed them? The Crazy Cenarion Cloak is a common source of complaint, as it is literally the only cloak in the entire game with its unique graphic; instead of having to make due with something else, you could simply level up a new character, acquire it, and then deposit it. Or, maybe you could have its graphic retroactively added to your Armory? Either way; attaining it on a new character, to unlock it for an old one, still beats not being able to acquire it whatsoever.

Obviously, it's a tremendous task, but one that I think would have a huge, HUGE payoff. Between the Toy Box, the Resouce-Bank, and this proposed Armory, I honestly don't think pack-space would ever be an issue again!
...And I'm honestly not sure why.

Having Darion Mograine show up in Lunarfall Inn was a nice touch, but for some reason, Death Knights just feel totally devoid of any sort of "flavor" they once possessed. I think a lot of it is because there are no connections to the Scourge anymore, plus we never really got any closure regarding Thassarian and Koltira's story, who are really the only living embodiments of our Class anymore (only a few Followers have any sort of Lore, and the Dwarf follower you start with even openly refers to himself as a Warrior).

Personally, on that front, I really dig the idea of resurrecting Admiral Taylor, for Alliance Death Knights. For Horde Death Knights, perhaps you could make Crok Scourgebane a more central character, seeking to become the new Chieftain of the Shadowmoon Clan? That way, both characters are still totally relevant to WoD, but it sheds a little more light on the Class.

Now, honestly? I've not been super crazy about many of the Armor-sets since Wrath of the Lich King. I actually really dug the (Heroic) T11 set, just for being different, and the T14 set was really well done, too. I think the new Mythic T17 looks pretty slick. So... three sets over the course of four years, that seem to actually look like "Death Knight armor"? Most of the rest have more generic designs, with the Normal/Heroic T17 looking about as impressive as green quest-rewards. I'm being overly nit-picky here, but I'm just trying to offer the most honest feedback I can go with.

I would personally *REALLY* dig a set based on Lordaeron's "Royal Guards", seen ever-so-briefly in some of the Warcraft III cinematics (or perhaps they were politicians? my memory isn't great), but showing signs of age. An ankh that is cracked or tarnished, a belt-tabard with Lordaeron's sigil, but now worn and tattered... stuff like that. You know, just because YOUR Death Knight SPECIFICALLY didn't start in Lordaeron, doesn't mean it's irrelevant to the Class itself -- and that's what I'd like to see more of.

I mean, in hindsight, there are a lot of things I'd have suggested be done differently (Race-selection would've been a big one), but moving forward, I'm honestly not sure what the best route to take the Death Knight is. Aside from Soul Reaper, which is a horribly bloated novelty ability, they Class still *plays* fine, but there's just "something" I can't quite nail down, that feels... "different", than they used to be in Wrath.
How exciting did it used to be, when you were wandering around and, BLAM MUTHASUCKA, there's a freaking CHEST FULL O' LOOT ALL UP IN YO' PATH?!? Of course, they were generally filled with crap, but it was still fun.

Well, how about bringing them back, but also revamping them in the process? Have each and every Chest contain a guaranteed, Bind-on-Pickup Rare or Epic, but with the caveat that each Chest also has a Level-Requirement to open. I'm not just talking a minimum level, either; also have a maximum-level that can open it. That way, players don't just start farming them with their higher-level characters. In fact, if you aren't eligible to open a chest, don't even let the player *SEE* the chest, to avoid people making "scouts".

Honestly, I just think the game could really use a bit more excitement when leveling, and I think bringing Chests back, with infinitely more powerful loot, would go a long ways towards that. Like I said, put a bunch of parameters in place so that players aren't able to monopolize them, but I really, truly believe this is the exact shot-in-the-arm of adrenaline that the leveling-game could really use.
Please, limit Transmogrification to Class-appropriate armor. For example, as a Death Knight, I can grab an entire set of armor from Outland that looks almost exactly like the Paladin's Tier 2, Judgement Armor. As well, I get get armor that looks *EXACTLY* like the Warrior's Tier 10 from ICC, and vice-versa.

To me, Transmogrification presents the most exciting feature in a long time; the ability to distinguish someone's Class by appearance. However, if any Paladin can run around looking like a Death Knight or Warrior, or the other way around, it kills a tiny piece of what's so cool about this.

***HOWEVER***

When it comes to non-Class designs (it... anything that isn't a Raid or Dungeon set, or design based on those), I'm all for those being free-range. Death Knights certainly aren't the only ones who enjoy being clad in skulls and spikes. and there are certainly a great many items in the game that use varying visual styles, but don't belong to a set. and the same applies to every armor-type.

The idea, simply, is to make sure each Class maintains a bit of its "flavor", and a lot of that is in their visual presence. It's the reason I loved raiding in Vanilla, and it's something that's slowly eroded away until now, which I literally cannot tell what Class someone is by looking at them. This new feature has the potential to change that, but only if you restrict Class-based designs to those Classes, not just the stats themselves.